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Assignment 1_E-LEARNING (1)

Assignment 1: E-Learning

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Assignment 1: E-Learning

E-learning refers to a learning system that is undertaken with the aid of electronic resources. Teaching may be undertaken inside or outside the classroom. Computers and the internet are the main components of e-learning. Previously, e-learning faced stiff resistance from various parties who thought that it did not have the required human element in learning. E-learning has different interpretations in business, education, and training sectors. In education, e-learning refers to the learning process that is undertaken using software-based and online learning solutions. On the other hand, in higher education, business, and training, e-learning refers to online learning.

E-learning has evolved significantly in the past 10 years. Between 2006 and 2010, e-e-learning experienced rapid development. The “anyone can build” functionality provided all people with an opportunity to learn. Advances in technology in addition to less money and the ability to work without being limited by geographical boundaries provided people with additional learning opportunities. The introduction of several methods of e-learning, which include podcasting, learning analytics, mobile internet, and augmented reality led to a significant increase in thirst for online learning.

Blended learning is also a common phenomenon of e-learning. It refers to a learning process that combines two or more teaching methods. For instance, it may involve the combination of instructional technologies, web-based technologies, and pedagogical approaches. Blended learning may combine traditional teaching methods with digital teaching to ensure the methods complement each other to meet the needs of the course.

Gamification of the learning process is also one of the common developments in learning over the past ten years. It refers to the incorporating gaming elements into the learning process. Designing the player experience is the most challenging part of gamification. Player/learner experience may be divided into two parts, which include designing the gaming application and organizing the tasks involved in the game in a logical manner. Gamification helps in achieving the objectives of the learning using less time. It makes the learning process become enjoyable to the learner and instructor.

Microlearning refers to the learning process when the time is limited and the content of learning is small and simple. In such a situation, the learning material is provided in the form of modules. The micro unit that aid in learning are referred to as nuggets. Microlearning strives to meet one specific objective.

Continuous learning

Personalized learning

Define e-Learning. 

Summarize at least five (5) significant developments in e-Learning over the past ten (10) years.

Evaluate at least three (3) three (3)primary benefits of providing and offering high-quality online training, courses and programs to employees and learners in businesses, K-12 schools, or institutions of higher education.

Analyze at least three (3) primary reasons some businesses, K-12 schools, or institutions of higher education are hesitant or choose not to offer full online courses and programs.

Predict the extent to which e-Learning will replace the traditional face-to-face learning in K-12 and higher educational settings.

Recommend at least three ways technology will be needed to support and sustain the e-Learning process.

Provide at least five (5) academic references (drafted within the last five [5] years) to support your paper.

https://core.ac.uk/download/pdf/35343979.pdfhttps://www.ispringsolutions.com/blog/the-evolution-of-e-learning-from-baby-steps-to-giant-leaps/http://www.ascilite.org/conferences/brisbane05/blogs/proceedings/84_Williams.pdf

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